UnityGame/Library/PackageCache/com.unity.shadergraph/Editor/Data/Graphs/PreviewProperty.cs
2024-10-27 10:53:47 +03:00

290 lines
12 KiB
C#

using System;
using System.Runtime.InteropServices;
using UnityEngine;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
struct PreviewProperty
{
public string name { get; set; }
public PropertyType propType { get; private set; }
public PreviewProperty(PropertyType type) : this()
{
propType = type;
}
[StructLayout(LayoutKind.Explicit)]
struct ClassData
{
[FieldOffset(0)]
public Texture textureValue;
[FieldOffset(0)]
public Cubemap cubemapValue;
[FieldOffset(0)]
public Gradient gradientValue;
[FieldOffset(0)]
public VirtualTextureShaderProperty vtProperty;
}
[StructLayout(LayoutKind.Explicit)]
struct StructData
{
[FieldOffset(0)]
public Color colorValue;
[FieldOffset(0)]
public Vector4 vector4Value;
[FieldOffset(0)]
public float floatValue;
[FieldOffset(0)]
public bool booleanValue;
[FieldOffset(0)]
public Matrix4x4 matrixValue;
}
ClassData m_ClassData;
StructData m_StructData;
Texture2DShaderProperty.DefaultType m_texture2dDefaultType;
public Color colorValue
{
get
{
if (propType != PropertyType.Color)
throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Color, propType));
return m_StructData.colorValue;
}
set
{
if (propType != PropertyType.Color)
throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Color, propType));
m_StructData.colorValue = value;
}
}
public Texture textureValue
{
get
{
if (propType != PropertyType.Texture2D && propType != PropertyType.Texture2DArray && propType != PropertyType.Texture3D)
throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Texture2D, propType));
return m_ClassData.textureValue;
}
set
{
if (propType != PropertyType.Texture2D && propType != PropertyType.Texture2DArray && propType != PropertyType.Texture3D)
throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Texture2D, propType));
m_ClassData.textureValue = value;
}
}
public Texture2DShaderProperty.DefaultType texture2DDefaultType
{
get
{
if (propType != PropertyType.Texture2D)
throw new ArgumentException(string.Format(k_GetErrorMessage, "Texture2DShaderProperty.DefaultType", propType));
return m_texture2dDefaultType;
}
set
{
if (propType != PropertyType.Texture2D)
throw new ArgumentException(string.Format(k_GetErrorMessage, "Texture2DShaderProperty.DefaultType", propType));
m_texture2dDefaultType = value;
}
}
public Cubemap cubemapValue
{
get
{
if (propType != PropertyType.Cubemap)
throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Cubemap, propType));
return m_ClassData.cubemapValue;
}
set
{
if (propType != PropertyType.Cubemap)
throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Cubemap, propType));
m_ClassData.cubemapValue = value;
}
}
public Gradient gradientValue
{
get
{
if (propType != PropertyType.Gradient)
throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Gradient, propType));
return m_ClassData.gradientValue;
}
set
{
if (propType != PropertyType.Gradient)
throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Gradient, propType));
m_ClassData.gradientValue = value;
}
}
public VirtualTextureShaderProperty vtProperty
{
get
{
if (propType != PropertyType.VirtualTexture)
throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Gradient, propType));
return m_ClassData.vtProperty;
}
set
{
if (propType != PropertyType.VirtualTexture)
throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Gradient, propType));
m_ClassData.vtProperty = value;
}
}
public Vector4 vector4Value
{
get
{
if (propType != PropertyType.Vector2 && propType != PropertyType.Vector3 && propType != PropertyType.Vector4)
throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Vector4, propType));
return m_StructData.vector4Value;
}
set
{
if (propType != PropertyType.Vector2 && propType != PropertyType.Vector3 && propType != PropertyType.Vector4
&& propType != PropertyType.Matrix2 && propType != PropertyType.Matrix3 && propType != PropertyType.Matrix4)
throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Vector4, propType));
m_StructData.vector4Value = value;
}
}
public float floatValue
{
get
{
if (propType != PropertyType.Float)
throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Float, propType));
return m_StructData.floatValue;
}
set
{
if (propType != PropertyType.Float)
throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Float, propType));
m_StructData.floatValue = value;
}
}
public bool booleanValue
{
get
{
if (propType != PropertyType.Boolean)
throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Boolean, propType));
return m_StructData.booleanValue;
}
set
{
if (propType != PropertyType.Boolean)
throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Boolean, propType));
m_StructData.booleanValue = value;
}
}
public Matrix4x4 matrixValue
{
get
{
if (propType != PropertyType.Matrix2 && propType != PropertyType.Matrix3 && propType != PropertyType.Matrix4)
throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Boolean, propType));
return m_StructData.matrixValue;
}
set
{
if (propType != PropertyType.Matrix2 && propType != PropertyType.Matrix3 && propType != PropertyType.Matrix4)
throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Boolean, propType));
m_StructData.matrixValue = value;
}
}
const string k_SetErrorMessage = "Cannot set a {0} property on a PreviewProperty with type {1}.";
const string k_GetErrorMessage = "Cannot get a {0} property on a PreviewProperty with type {1}.";
public void SetValueOnMaterialPropertyBlock(MaterialPropertyBlock mat)
{
if ((propType == PropertyType.Texture2D || propType == PropertyType.Texture2DArray || propType == PropertyType.Texture3D))
{
if (m_ClassData.textureValue == null)
{
// there's no way to set the texture back to NULL
// and no way to delete the property either
// so instead we set the value to what we know the default will be
// (all textures in ShaderGraph default to white)
switch (m_texture2dDefaultType)
{
case Texture2DShaderProperty.DefaultType.White:
mat.SetTexture(name, Texture2D.whiteTexture);
break;
case Texture2DShaderProperty.DefaultType.Black:
mat.SetTexture(name, Texture2D.blackTexture);
break;
case Texture2DShaderProperty.DefaultType.Grey:
mat.SetTexture(name, Texture2D.grayTexture);
break;
case Texture2DShaderProperty.DefaultType.NormalMap:
mat.SetTexture(name, Texture2D.normalTexture);
break;
case Texture2DShaderProperty.DefaultType.LinearGrey:
mat.SetTexture(name, Texture2D.linearGrayTexture);
break;
case Texture2DShaderProperty.DefaultType.Red:
mat.SetTexture(name, Texture2D.redTexture);
break;
}
}
else
mat.SetTexture(name, m_ClassData.textureValue);
}
else if (propType == PropertyType.Cubemap)
{
if (m_ClassData.cubemapValue == null)
{
// there's no way to set the texture back to NULL
// and no way to delete the property either
// so instead we set the value to what we know the default will be
// (all textures in ShaderGraph default to white)
// there's no Cubemap.whiteTexture, but this seems to work
mat.SetTexture(name, Texture2D.whiteTexture);
}
else
mat.SetTexture(name, m_ClassData.cubemapValue);
}
else if (propType == PropertyType.Color)
mat.SetColor(name, m_StructData.colorValue);
else if (propType == PropertyType.Vector2 || propType == PropertyType.Vector3 || propType == PropertyType.Vector4)
mat.SetVector(name, m_StructData.vector4Value);
else if (propType == PropertyType.Float)
mat.SetFloat(name, m_StructData.floatValue);
else if (propType == PropertyType.Boolean)
mat.SetFloat(name, m_StructData.booleanValue ? 1 : 0);
else if (propType == PropertyType.Matrix2 || propType == PropertyType.Matrix3 || propType == PropertyType.Matrix4)
mat.SetMatrix(name, m_StructData.matrixValue);
else if (propType == PropertyType.Gradient)
{
mat.SetFloat(string.Format("{0}_Type", name), (int)m_ClassData.gradientValue.mode);
mat.SetFloat(string.Format("{0}_ColorsLength", name), m_ClassData.gradientValue.colorKeys.Length);
mat.SetFloat(string.Format("{0}_AlphasLength", name), m_ClassData.gradientValue.alphaKeys.Length);
for (int i = 0; i < 8; i++)
mat.SetVector(string.Format("{0}_ColorKey{1}", name, i), i < m_ClassData.gradientValue.colorKeys.Length ? GradientUtil.ColorKeyToVector(m_ClassData.gradientValue.colorKeys[i]) : Vector4.zero);
for (int i = 0; i < 8; i++)
mat.SetVector(string.Format("{0}_AlphaKey{1}", name, i), i < m_ClassData.gradientValue.alphaKeys.Length ? GradientUtil.AlphaKeyToVector(m_ClassData.gradientValue.alphaKeys[i]) : Vector2.zero);
}
else if (propType == PropertyType.VirtualTexture)
{
// virtual texture assignments are not supported via the material property block, we must assign them to the materials
}
}
}
}